Rules.of.Play.Game.Design.Fundamentals [Electronic resources] نسخه متنی

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Rules.of.Play.Game.Design.Fundamentals [Electronic resources] - نسخه متنی

Katie Salen, Eric Zimmerman

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Summary




  • There are many general definitions of design. Each emphasizes different aspects of the vast range of design practices.



  • Our definition of design emphasizes the creation of meaningful experience:

    Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.



  • Semiotics is the study of meaning. It is primarily concerned with the question of how signs represent, or denote.



  • People use signs to designate objects or ideas. Because a sign represents something other than itself, we take the representation as the meaning of the sign.



  • Charles Pierce identifies four semiotic concepts:


  • A sign represents something other than itself.



  • Signs are interpreted.



  • Meaning results when a sign is interpreted.



  • Context shapes interpretation.




    • A sign represents something other than itself: In a game, gestures, objects, behaviors, and other elements act as signs. In the game Assassin, a tap denotes a "kill."



    • Signs are interpreted: A sign stands for something to somebody. Meaning emerges in a game as players take on active roles as interpreters of the game's signs.



    • Meaning results when a sign is interpreted: A sign stands for something to somebody in some respect or capacity. The meaning of a sign emerges from relationships between elements of a system.



    • Context shapes interpretation: Context is the environment of a sign that affects interpretation. The related phenomenon of structure also shapes interpretation. Structure is a set of rules or guidelines that prescribe how signs can be combined.







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